Skip to content
HomeVideosBooksBlogs
AllTop postsTopics
Podcasts
HistoryListsWatch laterLiked videosFollowing

The videos, books, blogs and podcasts Hacker News keeps recommending, all in one place.

VideosBooksBlogsPodcastsAboutPrivacySettings

Data from Hacker News, HackerTube, HackerBooks, HackerBlogs and Open Library. Credits · Not affiliated with Y Combinator.

HomeVideosBooksBlogsPodcasts
Ctrl K

    Fabian Giesen

    fgiesen.wordpress.com · Personal blog · on HN since 2011

    Fabian Giesen, a game and demoscene programmer at RAD, writes on graphics pipelines, low-level optimization, compression and data structures.

    Visit blogRSSHN submissions
    Systems & PerformanceProgrammingGames
    What HN says

    HN commenters call it a blog where they enjoyed nearly every article, and single out "Metaprogramming for madmen" as a favorite.

    Stats for nerds
    200HN people shared it
    189linked in comments
    4.6Kstory points
    Feb 2026last shared
    2016people per year2026

    Top posts on HN

    1. 1
      Why do CPUs have multiple cache levels?
      6 people · 419 points · first shared 2016 · 121 comments on HN
    2. 2
      Metaprogramming for madmen
      30 people · 313 points · first shared 2012 · 20 comments on HN
    3. 3
      How many x86 instructions are there?
      7 people · 295 points · first shared 2016 · 87 comments on HN
    4. 4
      Papers I like
      2 people · 294 points · first shared 2017 · 7 comments on HN
    5. 5
      Memory bandwidth
      2 people · 284 points · first shared 2017 · 67 comments on HN
    6. 6
      On AlphaTensor’s new matrix multiplication algorithms
      3 people · 281 points · first shared 2022 · 76 comments on HN
    7. 7
      A trip through the Graphics Pipeline (2011)
      42 people · 218 points · first shared 2012 · 24 comments on HN
    8. 8
      A whirlwind introduction to dataflow graphs
      8 people · 186 points · first shared 2018 · Discussion on HN
    9. 9
      Cache coherency primer (2014)
      4 people · 148 points · first shared 2014 · 8 comments on HN
    10. 10
      Network Latencies and Speed of Light
      4 people · 130 points · first shared 2018 · 47 comments on HN

    What HN people wrote when they linked it

    • moregristFeb 2026

      It clearly didn’t come out of game dev. Many people doing high performance work on either embedded or “big silicon” (amd64) in that era were fully aware of the importance of locality, branch prediction, etc

      But game dev, in particular Mike Acton, did an amazing job of making it more broadly known. His CppCon talk from 2014 [0] is IMO one of the most digestible ways to start thinking about performance in high throughput systems.

      In terms of heroes, I’d place Mike Acton, Fabian Giesen [1], and Bruce Dawson [2] at the top of the list. All solid performance-oriented people who’ve taken real time to explain how they think and how you can think that way as well.

      I miss being able to listen in on gamedev Twitter circa 2013 before all hell broke loose.

      [0] https://youtu.be/rX0ItVEVjHc?si=v8QJfAl9dPjeL6BI

      [1] https://fgiesen.wordpress.com/

      [2] https://randomascii.wordpress.com/

    • jesse__Oct 2025

      So, you're saying they built a novel storage architecture that competed with state-of-the-art consumer hardware, at a lower price point. Five years later, laptops are just catching up, and that at the same price point, it's faster than what you'd expect from a PC.

      The compression codec they licensed was built by some of the best programmers alive [0], and was later acquired by Epic [1]

      I dunno how you put those together and come up with "isn't really fast" or "not particularly innovative".

      Fast doesn't mean 'faster than anything else in existence'. Fast is relative to other existing solutions with similar resource constraints.

      [0] https://fgiesen.wordpress.com/about/ [1] https://www.epicgames.com/site/en-US/news/epic-acquires-rad-game-tools

    • wolf550eMay 2021

      Of course there is comparison with LZ4: http://www.radgametools.com/oodlemermaidselkie.htm

      LZ4HC is LZ4 compressed with the slow compressor to achieve better compression. It is decompressed using regular LZ4 decompressor.

      They also compare with zstd and lzma, which are the open source competition.

      I don't know what "specs" you think are missing. They do say which architectures are supported, what the memory use is, whether multi-threading is supported, etc.

      No public price, true.

      You can read the blogs of the people who work on this code to get a feel for the caliber:

      https://cbloomrants.blogspot.com/

      https://fgiesen.wordpress.com/

      These are known people with known reputation. The product itself is well known in the industry.

    • nicopapplOct 2022

      You'd definitively be interested by the ryg[1] series on the graphic pipeline. It goes in details about how bits get to the GPU and how the GPU handle them. The author writes that using a 3D graphics API is a prerequisite. To the contrary, the series itself is great to get a grasp on things and not feel completely alienated by 3D graphics APIs if you ever decide to use one in the future. It's fairly old (2011) but I still see it recommended as a relevant resource today.

      [1] https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/

    • wly_cdgrNov 2023

      The details are outdated now, I guess, but I don't know if there's any more inspiring reading for an aspiring graphics programmer than Fabian Giesen's "A trip through the graphics pipeline" https://fgiesen.wordpress.com/2011/07/09/a-trip-through-the-graphics-pipeline-2011-index/

      As for a place to actually start, I think Computer Graphics From Scratch is a good place https://www.gabrielgambetta.com/computer-graphics-from-scratch/. A great thing about the book is it gives you many ideas for where to go next once you work your way through to the end.

    • eln1Sep 2016

      Golomb-Rice with base M is prefix code optimal for approximately geometric probability distribution
      Pr(x) ~ sqrt(2)^(-Mx).
      Arithmetic coding or FSE/tANS would allow to use the actual probability distribution. The question is how large the gain could be - how far from Shannon is Golomb-Rice for this specific type of data?
      If this probability distribution varies, maybe it's worth thinking about adaptive rANS, like in Oodle LZNA and BitKnit: https://fgiesen.wordpress.com/2015/12/21/rans-in-practice/
      ps. Is M fixed or adapting?

    Related

    Josh Barczakjoshbarczak.com18 people

    OpenGL Is Broken

    Josh Barczak
    Personal · last shared 2025
    Charles Bloomcbloomrants.blogspot.com65 people

    Did I ever mention that I fucking hate the fucking web

    Charles Bloom
    Personal · last shared 2026
    Andreas Fredrikssondeplinenoise.files.wordpress.com15 people

    Cold, Hard Cache – Insomniac Games’ Cache Simulator [slides]

    Andreas Fredriksson
    Personal · last shared 2026
    Aras Pranckevičiusaras-p.info79 people

    I accidentally Blender VSE

    Aras Pranckevičius
    Personal · last shared 2026
    Interplay of Lightinterplayoflight.wordpress.com17 people

    How Unreal Renders a Frame

    Interplay of Light
    Personal · last shared 2026
    Nathan Reedreedbeta.com23 people

    A Programmer’s Introduction to Unicode

    Nathan Reed
    Personal · last shared 2026
    PhobosLabphoboslab.org123 people

    QOI: Lossless Image Compression in O(n) Time

    PhobosLab
    Personal · last shared 2026
    Rich Geldreichrichg42.blogspot.com54 people

    Things learned while running your own self-funded startup

    Rich Geldreich
    Personal · last shared 2026